Jump to content

1128

Verified Members
  • Posts

    26
  • Joined

  • Last visited

Everything posted by 1128

  1. 1128

    beam mode

    hurray...... it worked. thank you
  2. 1128

    beam mode

    thank you for quick response. As you said i changed the "endOffsetMax" value to 50m and it looks like issue still exist. details 1. canvas is 28m far from the user i.e Z value of transform component. @Cotta
  3. hi there, i have scene with house model where i can walk around the house. the issue is that 1. i m not feeling like walking around the house. 2. waveVR prefab is at position vector3.zero ( camera as the child) 3. the house model is at positoin 1.6 in y direction (i tried changing the y value lower and higher but did not worked for me). i want to know at what exactly the house model should be?? 4. is there any standards for positioning the house model so that it feels like we are in real environment??
  4. 1128

    beam mode

    hi there, i m facing issue with WaveVR_ControllerInputModule, where the beam mode set to "Beam" but the pointer is not hovering on the UI Elements when the user is far from the UI canvas. may i know exactly at what distance till the beam mode will work.
  5. Sure thank you so much.
  6. looks like the problem is fixed, i m able to click on UI button from any position thank you so much. one more thing that with beam mode - if i m too far from UI the pointer will not exactly hover on UI. i have raised this question earlier also. i have one more question as well 1. what should be the gameobjects scale so that it feels like we are in realworld (like for hololens they mentioned the objects scale should be 0.1)? 2. what should be the field of view of camera.
  7. thank you so much, i will try with above script and let you know if that resolves my problem or not
  8. thank you for reply i m hoping that will get solution for this from the RD team. And one more thing, i m able to click on UI button even after teleporting. i m thinking that this issue is happening because of rotation (at some angle ) issue on the canvas parent (parent has lookat function script attached). my teleport script is casting ray from the controller, there i checking trigger function on the floor for teleporting. thank you.
  9. and i m stuck for this reason only hope i will get reply as soon as possible @Cotta @Tony PH Lin
  10. 1- yes i m using wave sdk version 3.0.2 2- yes i use both inputModuleManager and controllerLoader prefab 3- I m using beam 4- there is no problem in teleporting hope i answered all the questions you asked
  11. hi there, i m into a situation where i m not able to click on UI buttons... 1. i created lookat function for UI canvas which is attached to empty gameobject (parent of canvas) whose rotation is 0 and child (canvas rotation is 180) 2. when i teleport to different position and try to click on UI button not able to click, the controller ray is passing through UI object @Cotta @Tony PH Lin
  12. hi there, i have a problem with "RaycastMode" which is set to "Beam" but when i move far from UI object i m not able to click on the UI Buttons, here is my script. void Start() { controller_right = GetComponent<WaveVR_ControllerLoader>(); if (EventSystem.current != null && EventSystem.current.GetComponent<WaveVR_ControllerInputModule>() != null) EventSystem.current.GetComponent<WaveVR_ControllerInputModule>().RaycastMode = ERaycastMode.Beam; } ( - tag added by moderator)
  13. i have simple script attached to a gameobject, the function "controllerLoadedHandler" is not at all invoking void OnEnable() { #if UNITY_EDITOR WaveVR_ControllerLoader.onControllerModelLoaded += controllerLoadedHandler; #endif } void OnDisable() { #if UNITY_EDITOR WaveVR_ControllerLoader.onControllerModelLoaded -= controllerLoadedHandler; #endif } void controllerLoadedHandler(GameObject go) { Debug.Log("---------------------------controllerLoadedHandler : " + go.name); } ( tag added by moderator)
  14. so i found solution to walking around the scene. you do this by, in vive focus settings got to setting -> headset and space -> safety virtual wall disable this feature or you can find a example scene called " PoseTracked_test" there they are forcing the arena visibility to "off" and "on" or auto
  15. step 1 - WaveVR and ControllerLoader prefab make child of empty gameobject then create script and attach to this empty gameobject. public class TeleportScript : MonoBehaviour { public static TeleportScript instance; public static TeleportScript Instance { get { if (instance == null) { instance = new TeleportScript(); } return instance; } } private Transform sourceCam; //public Transform targtPos; private SampleScript sample; // Start is called before the first frame update void Start() { sourceCam = this.transform; ControllerRay._teleport += TeleportParam; } public void TeleportParam(Vector3 target) { Vector3 pos = new Vector3( target.x, sourceCam.position.y, target.z); //Interop.WVR_InAppRecenter(WVR_RecenterType.WVR_RecenterType_YawAndPosition); sourceCam.position = pos; sample.display.text += sourceCam.position.ToString(); } } step 2 -- make "ControllerPrefab" to public in "WaveVR_ControllerLoader" script. then i have created ControllerRay script and attached it to controller i.e dominant public class ControllerRay : MonoBehaviour { public delegate void TeleportAction(Vector3 t); public static event TeleportAction _teleport; private WaveVR_ControllerLoader controller_right; public GameObject sphere; private SampleScript sample; // Start is called before the first frame update void Start() { controller_right = GetComponent<WaveVR_ControllerLoader>(); sample = FindObjectOfType<SampleScript>(); } // Update is called once per frame void Update() { RaycastHit hit; Vector3 c_pos = controller_right.GetComponent<WaveVR_ControllerLoader>().ControllerPrefab.transform.position; Vector3 direction = controller_right.GetComponent<WaveVR_ControllerLoader>().ControllerPrefab.transform.forward; Debug.DrawRay(c_pos, direction, Color.red); if (Physics.Raycast(c_pos, direction, out hit)) { if (hit.collider.tag.Equals("Ground")) { bool isClicked = WaveVR_Controller.Input(WVR_DeviceType.WVR_DeviceType_Controller_Right).GetPressDown(WVR_InputId.WVR_InputId_Alias1_Trigger); if (isClicked) { sample.display.text = "condition checked"; _teleport(hit.point); } } } } } step 3 - add plane in the scene and tag it as "Ground"
  16. resolved by making canvas tag as EventCanvas
  17. thank you , i will try your suggest some other time but for now i made "controller prefab " gameobject from controllerloader script as public and casting ray from that gameobjects position and rotation.
  18. i m getting UnityException: Tag: EventCanvas is not defined. error when i play in the editor, i think because of this i m not able to click on the buttons or any UI objects
  19. 1128

    trigger event

    it worked for me first time but when i take build again click on the button are not working i m getting error in the unity editor say UnityException: Tag: EventCanvas is not defined. please let me know what i m missing here
  20. how can i instantiate gameobject at raycast hit point from the controller here is my code but unable to get result public GameObject controller_right; // controller loader private void Update() { RaycastHit hit; Vector3 c_pos = controller_right.transform.position; Vector3 direction = controller_right.transform.forward; Debug.DrawRay(c_pos, direction, Color.red); if(Physics.Raycast(c_pos,direction, out hit)) { display.text = hit.transform.gameObject.name.ToString(); if(hit.point != null) { if(WaveVR_Controller.Input(WVR_DeviceType.WVR_DeviceType_Controller_Right).GetPressDown(WVR_InputId.WVR_InputId_Alias1_Trigger)) { GameObject obj = Instantiate(sphere); obj.transform.position = hit.point; } } } ( - Tag added by moderator)
  21. how to can walk around the scene, i m getting out of boundary erro when stand and walk
  22. 1128

    trigger event

    button clicks are now working. i was missing to attached "WaveVR_AddEventSystemGUI" script to canvas. thank you
  23. i have added toggle button in the scene but unable to trigger the event, Button to Trigger is set to Trigger what i m missing here.. script is below private void Update() { if (!checkAxis) { if (WaveVR_Controller.Input(this.DeviceType).GetTouchDown(WVR_InputId.WVR_InputId_Alias1_Touchpad)) { display.text = "Toched tochpad"; } if (WaveVR_Controller.Input(this.DeviceType).GetPressDown(WVR_InputId.WVR_InputId_Alias1_Digital_Trigger)) { display.text = "digital trigger pressed"; } if (WaveVR_Controller.Input(this.DeviceType).GetPressDown(WVR_InputId.WVR_InputId_Alias1_Trigger)) { display.text = " trigger pressed"; } if (WaveVR_Controller.Input(this.DeviceType).GetPressDown(WVR_InputId.WVR_InputId_Alias1_Volume_Up)) { display.text = " volume up pressed"; } if (WaveVR_Controller.Input(this.DeviceType).GetPressDown(WVR_InputId.WVR_InputId_Alias1_Volume_Down)) { display.text = " volume down pressed"; } if (WaveVR_Controller.Input(this.DeviceType).GetPressDown(WVR_InputId.WVR_InputId_Alias1_Menu)) { display.text = " menu pressed"; } } else { Vector2 axis = WaveVR_Controller.Input(this.DeviceType).GetAxis(WVR_InputId.WVR_InputId_Alias1_Touchpad); display.text = axis.ToString(); }
  24. WaveVR_Controller.EDeviceType.Head what this function will do and how to can i trigger the events from this
  25. 1128

    Tutorial

    i m not find any best tutorial to start with basic scene setup to get all the controller events. i feel the documentation is very poor to understand ( tag added by moderator)
×
×
  • Create New...